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ccttree.c
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2{
3 protected float m_MaximalActionDistanceSq;
4
5 void CCTTree ( float maximal_target_distance )
6 {
7 m_MaximalActionDistanceSq = maximal_target_distance * maximal_target_distance;
8 }
9
10 override bool Can( PlayerBase player, ActionTarget target )
11 {
12 if( !target )
13 return false;
14
15 Object targetObject = target.GetObject();
16 if ( !player || !targetObject || targetObject.IsDamageDestroyed() )
17 return false;
18
19 if ( GetGame().IsServer() && GetGame().IsMultiplayer() )
20 return true;
21
22 return ( vector.DistanceSq(target.GetCursorHitPos(), player.GetPosition()) <= m_MaximalActionDistanceSq );
23 }
24};
override bool Can(PlayerBase player, ActionTarget target)
Definition ccttree.c:10
float m_MaximalActionDistanceSq
Definition ccttree.c:3
void CCTTree(float maximal_target_distance)
Definition ccttree.c:5
proto native CGame GetGame()